地形上的 C++ DirectX11 纹理未正确渲染
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【中文标题】地形上的 C++ DirectX11 纹理未正确渲染【英文标题】:C++ DirectX11 Texture On Terrain Not Rendering Properly 【发布时间】:2017-11-01 21:05:15 【问题描述】:我正在使用Rastertek 教程开发游戏引擎。 我的问题是地形纹理没有正确加载。
像素着色器:
Texture2D shaderTexture;
SamplerState SampleType;
cbuffer LightBuffer
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
float padding;
;
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
;
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 TerrainPixelShader(PixelInputType input) : SV_TARGET
float4 textureColor;
float3 lightDir;
float lightIntensity;
float4 color;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Set the default output color to the ambient light value for all pixels.
color = ambientColor;
// Invert the light direction for calculations.
lightDir = -lightDirection;
// Calculate the amount of light on this pixel.
lightIntensity = saturate(dot(input.normal, lightDir));
if(lightIntensity > 0.0f)
// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
color += (diffuseColor * lightIntensity);
// Saturate the final light color.
color = saturate(color);
// Multiply the texture pixel and the final light color to get the result.
color = color * textureColor;
顶点着色器:
cbuffer MatrixBuffer
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
;
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
;
struct PixelInputType
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
;
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType TerrainVertexShader(VertexInputType input)
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
// Calculate the normal vector against the world matrix only.
output.normal = mul(input.normal, (float3x3)worldMatrix);
// Normalize the normal vector.
output.normal = normalize(output.normal);
return output;
地形着色器类:
bool TerrainShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, D3DXMATRIX world, D3DXMATRIX view,
D3DXMATRIX projection, D3DXVECTOR4 ambientColor, D3DXVECTOR4 diffuseColor, D3DXVECTOR3 lightDirection,
ID3D11ShaderResourceView* texture)
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
unsigned int bufferNumber;
MatrixBufferType* matrixData;
LightBufferType* lightData;
D3DXMatrixTranspose(&world, &world);
D3DXMatrixTranspose(&view, &view);
D3DXMatrixTranspose(&projection, &projection);
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
return false;
matrixData = (MatrixBufferType*)mappedResource.pData;
matrixData->world = world;
matrixData->view = view;
matrixData->projection = projection;
deviceContext->Unmap(m_matrixBuffer, 0);
bufferNumber = 0;
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
lightData = (LightBufferType*)mappedResource.pData;
lightData->ambientColor = ambientColor;
lightData->diffuseColor = diffuseColor;
lightData->lightDirection = lightDirection;
lightData->padding = 0.0f;
deviceContext->Unmap(m_lightBuffer, 0);
bufferNumber = 0;
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
deviceContext->PSSetShaderResources(0, 1, &texture);
return true;
void TerrainShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, LPCSTR shaderFileName)
char* compileErrors = (char*)(errorMessage->GetBufferPointer());
unsigned long bufferSize = errorMessage->GetBufferSize();
ofstream fout;
fout.open("shader-error.txt");
for (unsigned long i = 0; i < bufferSize; i++)
fout << compileErrors[i];
fout.close();
errorMessage->Release();
errorMessage = nullptr;
MessageBox(hwnd, "Error compiling shader. Check shader-error.txt for message.", shaderFileName, MB_OK);
void TerrainShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
deviceContext->IASetInputLayout(m_layout);
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
deviceContext->PSSetSamplers(0, 1, &m_samplerState);
deviceContext->DrawIndexed(indexCount, 0, 0);
bool TerrainShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, LPCSTR vsFileName, LPCSTR psFileName)
HRESULT result;
ID3D10Blob* errorMessage = nullptr;
ID3D10Blob* vertexShaderBuffer = nullptr;
ID3D10Blob* pixelShaderBuffer = nullptr;
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
unsigned int numElements;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_BUFFER_DESC lightBufferDesc;
result = D3DX11CompileFromFile(vsFileName, NULL, NULL, "TerrainVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS,
0, NULL, &vertexShaderBuffer, &errorMessage, NULL);
if (FAILED(result))
if (errorMessage)
OutputShaderErrorMessage(errorMessage, hwnd, vsFileName);
else
MessageBox(hwnd, "Missing Shader File", vsFileName, MB_OK);
return false;
result = D3DX11CompileFromFile(psFileName, NULL, NULL, "TerrainPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS,
0, NULL, &pixelShaderBuffer, &errorMessage, NULL);
if (FAILED(result))
if (errorMessage)
OutputShaderErrorMessage(errorMessage, hwnd, psFileName);
else
MessageBox(hwnd, "Missing Shader File", psFileName, MB_OK);
return false;
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
return false;
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
return false;
polygonLayout[0].SemanticName = "POSITION";
polygonLayout[0].SemanticIndex = 0;
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[0].InputSlot = 0;
polygonLayout[0].AlignedByteOffset = 0;
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[0].InstanceDataStepRate = 0;
polygonLayout[1].SemanticName = "TEXCOORD";
polygonLayout[1].SemanticIndex = 0;
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
polygonLayout[1].InputSlot = 0;
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[1].InstanceDataStepRate = 0;
polygonLayout[2].SemanticName = "NORMAL";
polygonLayout[2].SemanticIndex = 0;
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[2].InputSlot = 0;
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[2].InstanceDataStepRate = 0;
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
return false;
vertexShaderBuffer->Release();
vertexShaderBuffer = nullptr;
pixelShaderBuffer->Release();
pixelShaderBuffer = nullptr;
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.BorderColor[0] = 0;
samplerDesc.BorderColor[1] = 0;
samplerDesc.BorderColor[2] = 0;
samplerDesc.BorderColor[3] = 0;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
result = device->CreateSamplerState(&samplerDesc, &m_samplerState);
if (FAILED(result))
return false;
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
matrixBufferDesc.MiscFlags = 0;
matrixBufferDesc.StructureByteStride = 0;
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result))
return false;
//ByteWidth must be a multiple of 16 if using D3D11_BIND_CONSTANT_BUFFER or CreateBuffer will fail.
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
lightBufferDesc.MiscFlags = 0;
lightBufferDesc.StructureByteStride = 0;
device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer);
if (FAILED(result))
return false;
return true;
纹理应该看起来像链接上显示的那样,但看起来真的很奇怪(似乎无法截屏,如果可能会添加)。
我尝试在这里查看其他问题,但没有解决问题。
我对 DX11 还很陌生,因此非常感谢任何帮助。
编辑:这是截图(左侧:假定,右侧:我的游戏)
【问题讨论】:
您能否发布带有预期结果的屏幕截图以及您当前的输出? 顺便说一句,你为什么使用 D3DX 数学库?您应该改用 DirectXMath 库 我正在使用 d3dx10math.h 标头。还添加了截图。 您的纹理坐标似乎有问题 重新审视这一点,在 yoru 纹理和法线上手动将对齐设置为 16 和 32。我通常也会在这里的寄存器上使用完整的 RGBA32 位格式,只是明确地使用正确的对齐方式。您不必在 HLSL 代码中使用所有 4 个浮点数,只是有帮助。这应该确保您在正常和纹理寄存器中的字节对齐是正确的。我从我所看到的猜测您的正常缓冲区在 8 字节边界(不是 16 字节边界)上对齐。 【参考方案1】:我正在查看您的屏幕截图,您的纹理不仅没有正确渲染,而且您的法线也没有正确渲染,否则您至少会有一个漫反射,至少可以正确地对其进行着色。我想总结一下,尽管您的步幅是正确的,但是您从缓冲区中拉出的 UV 和 Normal 没有正确对齐。我的第一个想法。
【讨论】:
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